Drowned Remnant of Forgotten Waters
A twisted amalgamation of water and despair, this creature emerges from the depths with an otherworldly presence. Its body is partially translucent, with swirling currents and shadows that mimic the ebb and flow of water. Glistening with moisture, it exudes a bitter chill, leaving a trail of mist in its wake. Each movement is accompanied by an unsettling symphony of distant whispers, echoing the lamentation of those lost to the depths. When it attacks, it unleashes torrents of water infused with memories of its victims, effectively drowning their hopes. The creature seeks to drag the living into the watery abyss, to join its lamenting chorus of the damned.
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 120 (15d8 + 45)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 10 (+0) | 12 (+1) | 18 (+4) |
Saving Throws Dex +6, Con +6, Wis +4, Cha +7
Skills Perception +4, Stealth +6, Persuasion +7
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 14
Languages Understands Aquan and Common but cannot speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both water and air.
Memory of the Deep. When the creature damages a target, it can capture a fleeting memory of that target. The target must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on the next attack roll and saving throw it makes before the end of its next turn.
Actions
Multiattack. The creature makes two attacks: one with its Corroding Touch and one with its Grasp of the Abyss.
Corroding Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 3) cold damage, and the target must succeed on a DC 15 Constitution saving throw or have its speed halved until the end of its next turn.
Grasp of the Abyss. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 4) necrotic damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). While grappled in this way, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns.
Legendary Actions
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.
Move. The creature moves up to its swim speed without provoking opportunity attacks.
Memory Capture (Costs 2 Actions). The creature targets one creature it has harmed in the last minute. The target must make a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, and the creature regains hit points equal to the damage dealt.
Frightening Whispers (Costs 3 Actions). The creature targets all creatures within 30 feet. Each target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.